I have inside information that Arenanet is looking to hire a Houdini FX artist soon. This job posting doesn't specifically mention Houdini, but I've been told that they want to get someone with Houdini experience. https://boards.greenhouse.io/arenanet/jobs/585233#.WMGhjPnyvup

SideFX will be doing a Houdini + UE4 training session on the Unreal Engine Twitch stream this Thursday, Jan. 12th at 11am PST/ 2pm EST. Get more info and the livestream link here:
https://forums.unrealengine.com/showthread.php?133203-SideFX-s-Houdini-UE4-Plugin-w-the-SideFX-Team-Jan-12th-Live-from-Epic-HQ!

Great presentation Alessandro and thanks for hosting the group at Framestore!
I did see a video camera set up and recording, but it was not SideFX's, so the mystery of who recorded the presentation begins....
EDIT: Does anyone know who the guy at the camera is in this pic? I'm assuming he works at Framestore.

Register here: https://attendee.gotowebinar.com/register/7789605953914422787
Michael Lyndon - from game developer The Coalition - is our guest host, joining SideFX's Luiz Kruel in this webinar on Houdini for Games - featuring examples from the just-released Gears of War 4.
Topics include:
• Transitioning from Film to Video Games as a Houdini Artist
• Differences between real-time and offline VFX for a Houdini artist
• How to work within the constraints of real-time
• Rigid body destruction – building and optimizing a pipeline for speed and detail
• Creating velocity fields and flowmaps
• Creating looping fire sequences
• Using Houdini to Prototype ideas
• How we improved our rain system

"Uncharted 4: A Thief's End is the final installment to the popular and much loved action-adventure game developed by Naughty Dog. It was first announced in November 2013 and the level of anticipation for the game has been overwhelming, to say the least. Now that the game has been out for a few weeks, SideFX was able to have a chat with Neilan Naicker and Raymond Popka on what it was like to work on this big title."
Read the full article on SideFX's site here.

SideFX will be at GDC booth #302 next week. If you'll be at GDC, stop by and listen to some talks, get a Houdini t-shirt, and meet some of the SideFX staff. If you're using Houdini for game development I'd like to talk to you about your projects and maybe even shoot a short video interview. You can get more info here:
http://www.sidefx.com/index.php?option=com_content&task=view&id=3187&Itemid=226

Lune from Feline Arts talks about how Houdini was used to create procedural game art for his indie game DragonMaze. Learn more about DragonMaze at: http://www.felinearts.net
The Procedural Art of DragonMaze

SideFX will have a booth at this year's IndieCade! We'll also be doing a talk on using Houdini for game development, and we'll have 2 playable indie games that were built with Houdini, Planet Alpha 31 and DragonMaze.
Hope to see you there!

You might have already seen this when it was published back in January, but here's a Gamasutra article about procedural workflows for games written by Side Effects Software President and CEO Kim Davidson.
http://www.gamasutra.com/view/news/233899/Sponsored_Go_Procedural__A_Better_Way_to_Make_Better_Games.php

I recently came across this student project by Niels van Diermen that I thought was interesting. Has anyone else tried creating terrain for use in a game engine using Houdini and Houdini Engine?
http://www.nielsvdiermen.com/?portfolio=procedural-terrain-generation-in-unreal-with-the-houdini-engine

Thanks for sharing your feedback and videos. There's definitely procedural game modeling jobs and they're becoming more common as more and more game studios start using Houdini in their pipelines. Sunset Overdrive by Insomniac Games is a good example, they used Houdini to model the rail system that's used predominately in the game.